*******************************************************************************
SOUL CALIBUR 3: MITSURUGI FAQ
*******************************************************************************
by TwistedRyu (aka Sammy Fan... weird name isn't it?)
[email protected]/
[email protected]
DemonxHeihachi - Soul Calibur forum name (
http://www.soulcalibur.com)
Version 0.1
***************
LEGAL COPYRIGHT
***************
This FAQ was written and produced by me, TwistedRyu. You may not use this FAQ
without consulting me (via email) and giving you my permission. All content
remains original in this FAQ, and shall not be touched or borrowed in the
author's words. In addition, none of the work here shall be distributed for
$$ purposes, self-use (unless you have permission of course) or anything
personal.
IMPORTANT NOTE:
Only the following sites are allowed to host the FAQ:
- Gamefaqs
- supercheats
NO OTHER SITE WILL HAVE THEIR GRUBBY HANDS ON IT!
*******************************************************************************
TABLE OF CONTENTS: THE NEXT CHAPTER OF HISTORY BEGINS...
*******************************************************************************
Section 1: A New Soul Reborns...
- Introduction
- Strengths and Weaknesses
- Additions/Changes
- Strengths
- Weaknesses
- Is Mitsurugi good in SC3?
Section 2: The Fate of A Soul Flows...
- Move List
- Throws
- Horizontal Attacks
- Vertical Attacks
- Kick Attacks
- Eight Way Run Attacks
- Simultaneous Attacks
- Stance Attacks
- JF Explanations
- My Arsenal
Section 3: The Soul Carries On...
- Strategies
- Offensive
- Starting The Round
- Advancing Towards the Opponent
- Baits
- Range
- Ring Out/Wall Pressure
- Wake-Ups/Tech Traps
- CH Hunting/Set-Ups
- Mix-Ups
- Punishing
- Blocking Situation
- Advantage Situation
- Stances
- Back Turned
- Variable Cancel (VC)
- Defensive
- Eight Way Running/Anti-8WR Moves
- Guard Impacting/Guard Breaking
- After Being GI'ed/JI'ed
- Knocked Onto The Ground
- Blocking/Retaliating
- In Mid-Air
- Side/Back Exposed
- Clashing/Breaking
- Retreating
- Post-GI/Fake Outs
- Tech Crouch
- Tech Jump
- Jumping
Section 4: The Soul unleashes...
- Air Combos
- Stun Combos
- Wall Combos
- Miscellaneous Combos
- Opponent Jumping Combos
- Free Hits
- Side/Back only combos
- Various Stun/Wall Combo Examples
- Wall Devastation Combos
- Considering Your Followups
Section 5: The Dawn of a New Soul...
- Frequently Asked Questions
- Contributions
- Revision History
- Credits and Shout Outs
*******************************************************************************
SECTION 1: A NEW SOUL REBORNS...
*******************************************************************************
- INTRODUCTION
==============
- This is simply put, a guide for Mitsurugi. If you're looking for a general
FAQ such as weapons and whatnot, then you're looking in the wrong FAQ. You
have other FAQs for that purpose.
- In Soul Calibur 2, my first choice of character was Mitsurugi. He's still
my main in Soul Calibur 3 for this purpose. The reason is for this is because
he can adapt to almost any situation. He has mixups, wakeups, combos, and
more importantly, variety. His only real weakness IMO, is that by picking him
up, you'll most likely be playing him as though he's basic. This can be a
problem, especially since you'll probably find yourself using the wrong moves,
unable to exploit the right moves in certain situations, and take advantage of
the opposition's weaknesses. Mitsurugi has a great poking game, a decent CH
hunting game, frame traps, okay step killing, and decent stances. But when you
find yourself sticking to the basics, it becomes harder to dominate. Like, if
you choose to poke and play it safe to cause damage, your opponent can easily
catch up if you make one mistake and punishes you for it. The warning level
then increases, you'll get frustrated, and then chances are, you'll lose.
In Soul Calibur 3, Mitsurugi hasn't been changed much in terms of moves, but
now he's more of learning how to take risks rather than holding back and
playing it safe. Sure, a blocked move of Mitsurugi's that leaves him at -15
gives a free 236B from the Sisters may easily draw conclusions that it's
horrendous, but in reality it's useful sometimes. 66B,B, for example, is -20 to
-22 on block, which makes it punishable by a lot of attacks, yet it's still
useful. All hits are a NC, it knocks down, has better range, and is a decent
whiff punisher.
Therefore, even if chances are you don't want to suffer heavy punishment, you
might want to actually try taking risks, if you stay basic, you have little
room for improvement.
- I'm still trying to learn Mitsurugi, therefore the information in this FAQ
is not 100% guaranteed to be effective for you. Certain strategies can be
applied differently at times, it all depends on the situation you're dealing
with. I'll outline what I believe is important for Mitsurugi and how to play
him. These will usually deal with the basics, so I'd suggest you try to be
creative and play around with these situations to see what works best for
you, then move on and build upon them in order to be more effective..
- I would also appreciate strats, especially when it comes to going against
certain characters. As of now, Xianghua, Setsuka, and the sisters (Sophitia
and Cassandra) are the primary worries for Mitsurugi, they are tough to go
against.
- And thank you for considering to read this FAQ. So with that said, let's
get on with the FAQ.
- STRENGTHS AND WEAKNESSES
==========================
a. ADDITIONS/CHANGES
--------------------
* The first change you'll probably notice is that nearly every single move
has gain an increase in damage. With the SC3 healthbars now around 240 MAX
points, you can probably expect to get K.O.'ed fairly easy if you're not
cautious. Unfortunately some of Mitsurugi's moves now do less damage, but
this isn't a problem because now you have other ways of dealing damage. 66A+B
is one of Mitsurugi's toned down damage moves.
* Soul Charge Unblockables can now be done with a Level 2 Soul Charge. wOOt!
* Moves that shift to specific stances are now done holding the respective
command button (e.g. B,B6~Mist from SC2 must be done B,[B] in SC3 to go
into Mist).
* New Moves:
8WR 2_8B+K - Downward smash with the hilt of the sword. Forces crouch on
Counter Hit and block. Very short ranged...
BT B+K - Shoulder Check from Back Turned position. Can Ring Out. Short range...
b:A - A Just Frame version of bA. It's an Attack Throw that creates space and
changes positions with the opponent. This is Mitsurugi's answer to Yoshimitsu's
bA.
A+B:B - A jumping slash similar to the second hit of 8WR 3_9B,B that causes
Guard Break, and works only on hit. Albeit cool, the so-called Guard Break
property is totally useless.
8WR 2_8A+K - Old SC2 236A. No longer chargeable. On Counter Hit, it crumple
stuns for a free launch. Still Tech Crouches.
88B[G]22 - The first of many Variable Cancels.
Mist Throws: Mitsurugi can do both his SC2 A+G_B+G throws in this stance for
mixup purposes.
Mist [A+B] - New stance shift off of Mist A+B.
Relic A - The slow high slash in SC2 is preceded with a quick mid slash that
does 5 dmg, then proceeds to a knock down. Can still transition into Mist.
IIRC, the speed of this move is i7... yes, it's THAT fast.
Mist/Relic Duck and Jump - To add more variety to his stances, Mitsurugi can
duck and jump. Ducking will evade highs, and jumping evades lows. Plus, he
can VC the jump! woot!
Half Moon Death/Full Moon Death B+K - Both stances allow Trooper Roll now.
K+G - Nearly forgot this! Universal taunts! Too good.
* Changed Commands/Replacements:
66A - Replaces SC2 66A,A. This is 8WR 3_9A from SC2 and it has the same
properties.
66B,B - Replaces SC2 66B,B,B. An upward slash that launches, followed by a
stomp then a downward slash. Cooler looking, but lacks the pressuring
properties of 66B,B,B not to mention, the tracking. At least it's a NC
and it pins the opponent to the ground allowing wakeups.
1[A] - Chargeable version of 1A does 48 dmg instead of the 38 of a
regular 1A.
8WR 3_9A - Replaces SC2 8WR 3_9A. It's a one-sided 45-degree slash that
causes a stun on normal hit. It's a new stun that I call Double Side Stun,
since the opponent grips their side instead of their stomach. Very slow
at i20.
22A_[A]~Relic - Old SC2 44A. Transition is similar to SC2.
44A - A turnaround high slash that has a long reach. Hits high.
A+K - Old SC2 A6_4A+K. Replaces SC2 A+K.
6A+K - Old SC2 A+K.
4A+K - Old SC2 A+K6.
8A+B - Can now be done without holding Guard like with Yoshimitsu.
1B - Upward slash that's fast and hits mid. Push out on both hit and
counter hit. Very good.
4[B] - Transitions into Mist instead of causing Crumple Fall Stun.
FC 1B,[B] - Old SC2 FC 1B,B. Now does less damage.
236A:A - Replaces SC2 236A/236[A]. A high poke somewhat remniscent to
SC2 236A followed by a pull in Attack Throw. Exposes the opponent's back,
natural combo on hit (even though game does not register it as a NC).
Good for punishing highs.
Stance entrances - 6B+K transitions into Mist, while 4B+K transitions
into Relic. 214A transitions into Half Moon Death while 214B transitions
into Full Moon Death.
Mist A,A - Replaces old SC2 A,A,A. Now is a two-sided double slash that
is a NC on normal hit.
Mist B,B,B - Old SC2 Mist A,A,A. Last two hit's NC, while on CH all hits
combo.
Mist B,B,[B] - Transitions into Relic. Can no longer use B+K to transition
into Relic.
Mist B4B - Old SC2 Mist A,B6. Still combos on CH.
Mist B6B - Old SC2 Mist A,B. Still combos on CH.
Mist BK - Old SC2 Mist A,K. Still combos on CH.
Mist 6B - Old SC2 Mist B.
Mist 4B - Old SC2 Mist B6.
Half Moon Death A,A,A - Replaces SC2 HMD A,A. New unblockable that comes
out if the first hit connects. Attack Throw on last hit, while first two
hits knock down and Ring Out.
Half Moon Death B - Old SC2 B+K.
Half Moon Death B+K - Changed command for HMD bA Trooper Roll in SC2.
Full Moon Death A - Similar to 44A except it can Ring Out and Mitsurugi
doesn't turn around as opposed to 44A.
A+G_B+G - Replaces SC2 A+G_B+G throws. A+G Rings Out to the front while
B+G changes positions, similar with SC2 B+G.
* Changed Properties:
3A - On CH it causes a Crumple Fall Stun instead of a Double Over Stun.
Pretty useful.
8WR 3_9B>B - Lack of delay now, which makes it easier to do juggles.
Full Moon Death~B - On CH it causes a Crumple Stun like B6. Not too many
options off of it though...
Mist A+B - Causes a Crumple Stun on normal hit instead of Bounce Stun.
236[B]{1}/236[B] - Last hit does 62 damage instead of having similar damage
with 236[B]{1} (in SC2, 236[B] does 57, exactly like 236[B]{1}).
4B - Causes a Double Over Stun on normal hit.
A+B - First hit no longer launches. The second hit launches now, and combos
only on CH.
8A+B - Is a Soul Charge Unblockable with 9A+B. 7A+B causes Guard Break
with a Soul Charge Level 2.
B+K - Changes positions.
Relic [A+B]{1 1/2) - Damage is increased. 30,42 instead of 26,26.
FC 1B,B - No longer Guard Breaks. Second hit can be charged however to Guard
Break. First hit now launches higher on CH. Second hit causes a stun (which
I call Impale Stun since Mitsurugi is stabbing the tip of the sword right
into the opponent).
2A+B - Causes an Impale Stun as an air hit.
Mist B,B,B - Can transition to Relic only on the third hit.
Mist Attack Throws - Will not activate on a crouching opponent.
Relic A+B+K - Auto-GI's all mids.
FC 3B - Hits high instead of mid.
Relic A - Second hit knocks down if the first hit connects. Otherwise it
exposes the opponent's side.
* Lost Moves: (From SC2)
6B,4B
6B,4B6
WS A,A
8WR 2_8A,A
66B,B,B
66B,B2_8
66B,B,[B]
1B
Mist Stab~Relic Transition on any stab with B+K
Half Moon Death A,A
Half Moon Death B,B
Half Moon Death stance JF entrances (e.g. HMD A,A:4A+B, :6A+B)
Full Moon Death A
Alternative Half Moon Death (41236A) and Full Moon Death (41236B) entrances
66A,A
66A~2_8
B6_bA~Stepping (e.g.: B6~4 to do B6 and then step backwards)
WS A+B
8WR 3_9B,B,G
B>B
B>B2_8
kB2
b. STRENGTHS (What's to like about Mitsurugi; note that this is from
============ a PERSONAL observation, not a real opinion)
- VC. This makes Mitsurugi even strong, and he doesn't even need it. But you
can't argue that its power and safety makes it such a devastating tool versus
other characters.
- Mitsurugi's moveset is general is hardly lacking. He has a handful of staples
but his other moves are just as useful in general. Mitsurugi only have a couple
of useless moves but chances are you won't be using them often.
- Mitsurugi has very FEW highs, plenty of mids, and and somewhat crappy lows.
Then there's 2KB, his best low tool that's pitifully unsafe on block. The
combination of Mitsurugi's strong mids and the mental pressure + speed and
threat of 2KB that gives wakeups on hit is where he gets most of the damage
from.
- His bigger damage potential. Safe launchers + solid damaging juggles, a
strong wakeup game enhanced further by SC3's wakeup system, damaging mixups
complemented by strong basics... what CAN'T this guy do?
- Mitsurugi's great wakeup game is still in-tact. Even better, especially
with the advent of tech traps in SC3 and his awesome HMD A,A,A. He also has
plenty of other ground hits, but they are more or less average or too weak
to use.
- The opponent can take, at a bare minimum, three to five guesses before
getting knocked out (assuming lifebars are the standard 240 points) by
the following:
- Three HMD AAAs (on wakeup)
- Three 3B juggles (3B, 4K, 236B)
- Four 33B_66BB juggles
- Five 2KBs
c. WEAKNESSES (What not to like about Mitsurugi)
=============
- Some of Mitsurugi's staple tools in SC2 are either toned down, or are
altered in a way that they can't be used for certain situations. Like 6B8,
this gave advantage on hit and block in SC2, now gives advantage on hit
and disadvantage on block. Fortunately Mitsurugi can work around mixup
attempts with 2A on moves that have less disadvantage like the aforementioned
one.
- Mitsurugi gets his setups mainly on hit. You have very few frame traps
with certain moves on block (the same can be said for other characters
however). Fortunately his strong mixups are very capable of breaking down
turtles thanks to higher damage and mental pressure.
- Has no real punishers; his most damaging punishers all require at least
-17~-19 for Mitsurugi to cause any real damage. When compared to Astaroth's
66B and the Sisters' 236B, Mitsurugi is unable to do serious punishment on
block. He punishes easily with his pokes -> mixups, but that's not as
frightening as the above.
His only real punisher IMO is 236B (which is at i15 and does 42 damage) in
terms of damage.
d. IS MITSURUGI GOOD IN SC3?
============================
Yes, he truly is good. Well balanced and competitive. The damage he's capable
of doing through wakes, juggles/combos and mixups is something not a lot of
other characters are capable of doing. Without 2KB, safe launchers, wakeups
and good basics Mitsurugi would be nothing like he is now. He has an unfair
advantage in VC which makes him even stronger and is easy to exploit thanks
to the damage and safety. Overall a great character and surprisingly one of
the easier ones to use and pick up.
******************************************************************************
SECTION 2: THE FATE OF A SOUL FLOWS...
******************************************************************************
a. CONVENTIONS
==============
General
-------
7 8 9 1 = Down/Back 6 = Forward
2 = Down 7 = Up/Back
4 5 6 3 = Down/Forward 8 = Up
4 = Back 9 = Up/Forward
1 2 3 5 = Neutral
A = Horizontal Attack
B = Vertical Attack
K = Kick Attack
G = Guard (In move list, G = Guard Cancel)
A+B+K = Soul Charge
Move List
---------
, = Move followed by...
+ = Press buttons simultaneously
> = Delay
[] = Hold
bA = Slide Input (bA, tap B, then quickly tap A as soon as possible)
: = Just Frame
Move Properties
---------------
FrC = Forced Crouch on Block
FrCh = Forced Crouch on hit
CH = Counter Hit
NC = Natural Combo
c = Property is in effect with CH (ex: 3A causes a Crumple Fall Stun on CH)
GB = Guard Break (Mitsurugi's 1A,B)
JG = Juggle Starter/Launcher (Most 3Bs)
BN = Bounce Juggle Starter (Yunsung's 66B+K)
8WR = Eight Way Run
JF = Just Frame (Mitsurugi's 6B:2)
TC = Tech Crouch (2A)
TJ = Tech Jump (Mitusurugi's 66K)
RO = Ring Out (Mitsurugi's 4K)
KND = Knock Down (opponent crashes to floor, Mitsurugi's CH 66K or Abyss' CH
4B)
AT = Attack Throw (Mitsurugi's 6A+K)
WL = While Landing
BT = Back Turned
co = Crouching Opponent activates property (ex: Relic B causes FSco)
Stun Properties
---------------
CS = Crumple Stun (Opponent leans back, then falls in the same position.)
CFS = Crumple Fall Stun (Opponent slowly falls into FDFA position.)
THS = Toe Hop Stun (Opponent grabs foot, hops several times, then falls.)
DOS = Double Over Stun (Opponent bends over and grabs stomach.)
LS = Lift Stun (Opponent gets pushed up a bit before stumbling backwards.)
TS = Trip Stun (Opponent falls into FUFA or crouches, then rises.)
DSS = Double Side Stun * (Opponent grabs their side, then falls.)
FS = Flattened Stun * (Opponent hits ground while hunching.)
DS = Death Stun * (Opponent bends, and faces upwards, then drops to the ground)
FOS = Fall Over Stun * (Opponent grabs their face while stumbling backwards.)
IS = Impale Stun * (Opponent bends their stomach up a bit, then lays in FUFT)
TAS = Turn Around Stun * (Opponent turns around, then slowly falls into FUFA)
* All stun names were made up based on certain moves with these properties.
Height Levels
-------------
h - High
m - Mid
l - Low
U-h - Unblockable High
U-m - Unblockable Mid
U-l - Unblockable Low
M - Mid and hits grounded opponents
L - Low and hits grounded opponents
Ground Positions:
FUFT - Face Up and Feet Towards (ex: Most launchers)
FUFA - Face Up and Feet Away (ex: Launcher hits opponent's side)
FDFT - Face Down and Feet Towards (ex: Launcher hits opponent's back)
FDFA - Face Down and Feet Away (ex: Lizardman's 236A,B second hit)
b. MOVE LIST
============
* Most of the information on this move list should be accurate. If there are
any corrections, missing moves, or any additional properties, please let me
know and I'll give you credit.
* As of now I'm not listing the move names. It's easy to refer to the moves
by their commands, not the move names. You'll probably get confused easily,
but that's mostly an opinion.
* Weird Thing: 6B4 generally knocks back, but I've had it cause a DOS on
occasion, and haven't reproduced it.
THROWS DAMAGE POSITION ESCAPE GROUNDED
==============================================================================
A+G 50 FRONT A
FUFT(RO) #1
B+G 55 FRONT B FUFT #2
A+G_B+G 75 LEFT A_B FUFT
A+G_B+G 65 RIGHT A_B FUFT
A+G_B+G 70 BACK Voldo and Astaroth FDFT
Mist A+G 45 FRONT A FDFT
Mist B+G 45 FRONT B FDFT #2
==============================================================================
#1: Can Ring Out over low walls.
#2: Changes Positions with opponent.
HORIZONTAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
A,A 12,20 hh NC
1A 38 L TS(mini), TS(JG)c
1[A] 48 L TS(JG)c
1A,B 52 M JG, GB
2A 14 s.l
3A 18 m CFSc
4A 28 h OSc
4[A]~MST 28 h OSc, shifts to Mist
6A,A 15,20 hm NCc, DOSc #1
44A 40 h
66A 34 m DOSc
FC A 12 s.l
WS A 26 m
BT A 12 h
BT 2A 14 l
7_8_9A 42 h OS
WL A 24 L TS
==============================================================================
#1 Second hit causes Double Over Stun.
VERTICAL ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
B,B 16,22 mM NC
B,[B]~MST 16,22 mM NC, shifts to Mist
B6 22 h CSc
1B 22 M
2B 17 M
3B 35 M JG
4B 34 m DOS
4[B]~MST shifts to Mist
6B 24 m
6B8_9 28 h
6B2 20 L
6B:1_2_3 35 L THS #1
6B4 46 m RO
44B,B 22,35 MM JG, NC, FrC, KND
44B,[B] 22,38 MM JG, GB, KND, NC #2
44[B]~FMD 22 M KND, shifts to Full Moon Death
66B,B 26,11,26 MMM JG, NC, RO, KND, FrC #3
bA 34 m CSc
b:A 56 m AT #4
FC B 17 M
FC 1B,B 24,21 MM JG, NCc, ISc, KND #1 #5
FC 1B,[B] 24,7 MM JG, NCc, ISc, GB, KND #1 #5
FC 3B 33 h
WS B 23 M
BT B 23 m
BT 2B 19 m
7_8_9B 28_32_36 h
WL B 34 M KND, FrC
==============================================================================
#1: Tap 2 ASAP to get the JF to come out. Sometimes easier when using 1 for
the directional input, but watch out when doing 3 as you'll most likely throw
out 3B instead if your button slide input is too fast. The real command
overall, is this: 6b:~1_2_3.
#2: Second hit whiffs on shallow hit.
#3: Automatically juggles; can RO either way; is a NC either way. Opponent can
tech roll after final hit.
#4: Changes positions with opponent, but in most cases, Mitsurugi will end up
in the same position. Will not activate if done on an opponent's sides.
#5: Will knock down on normal hit, and will Impale Stun on airborne hit. First
hit will launch higher on CH.
KICK ATTACKS DAMAGE HEIGHT PROPERTIES
==============================================================================
K 14 h
1K 14 L
2K,B 22,26 L,M TS(mini), NC
2K,[B]~MST 22,26 L,M TS(mini), NC, shifts to Mist
3K 20 m
4K,B 24,32 mm NC, RO, KND, FrC #1
6K 23 h ROc
66K 24 m KND(RO)c
kB 22,44 mM NCc, KND, FrC
FC K 12 L
WS K 18 m
BT K 16 h
BT 2K 14 L TS(mini)
7_8_9K 20_24_28 m
WL K 18 m
===============================================================================
#1: Opponent can tech roll after final hit.
EIGHT-WAY RUN ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
1_7A 36 L TS
3_9A 20 m DSS
1_7B,A,B 24,20,45 mhM NC, DS
1_7B,A,B,G 24,20 mh
1_7B,[A] 24,20 mh NC, shift to Mist
8A 35 m ROc
2A 25 m ROc, KNDc
2[A]~RLC 25 m ROc, KNDc, shift to Relic
3_9B,B 30,43 MM NC, JG
3_9B>B 30,21 MM NC, JG
3_9[B]~RLC 30 M JG, shift to Relic
2_8B 32 M DS, FrC #1
2_8K 25 m ROc, KNDc
3_9K 21 m KNDc
===============================================================================
#1: Has the option of being Variable Cancelled; can be done anytime during
move, but if done too early or buffered (after another move's recovery), the
move may not come out.
SIMULTANEOUS ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
A+B 18,26 MM NCc, JG
A+B:B 18,26,32 MMM NCc, JG, GB #1
2A+B 20 M IS #2
66A+B 46 M DS, FrC
66A+B,G
FC 1A+B 32 L TS(mini)
7_8_9A+B 29_38_48 M KND, FS, GB
A+K 28 h GI-V, TASc
4A+K 65 m AT #3
6A+K 40 m AT, RO, KND #3
B+K 52 M GI-H, AT, DS
BT B+K 42 m RO
2_8B+K 19 m FrC, FrChc
2_8A+K 16 h CSc
===============================================================================
#1: JF works only if preceding hit(s) are not guarded/blocked. A failed JF
input results in the second hit doing 20 damage.
#2: Causes Impale Stun on an airborne opponent only.
#3: AT does not activate on a crouching opponent, unless the move itself is a
CH.
STANCE ATTACK DAMAGE HEIGHT PROPERTIES
===============================================================================
236 - Crouch Dash
236A:A 19,20 hh NC, AT #1
236B 42 m ROc
236[B]{1} 52 m ROc
236[B] 62 m RO
-------------------------------------------------------------------------------
4B+K - Relic Stance
2
8 #2
A 5,24 mh NC, KND, RO, LS, OS
[A] 5,24 mh NC, KND, RO, LS, OS, shifts to
Mist
B 27 M KND, FSco
K 17 L
[K] 17 L shifts to Relic
A+B 45 U-h RO, Ends in Relic
[A+B]{1} 60 U-m RO, Ends in Relic
[A+B]{1 1/2} 32,40 U-lU-l NC, TS(mini)
[A+B] 75 U-m RO
[A+B]:A+B #3
A+B+K 60 mmm GI-A/B/K, NC, Ends in Relic #4
B+K shifts to Mist
-------------------------------------------------------------------------------
6B+K - Mist Stance
2
8 #2
A,A 25,31 hh NC
B,B,B 10,10,12 hhh NCc
B,B,[B] 10,10,12 hhh NCc, shifts to Relic
B4B 10,63 hm NCc, AT #5
B6B 10,38 hm NCc, AT, RO #5
B,K 10,19 hL NCc
4B 73 m AT #5
6B 48 m AT, RO #5
K 19 L
A+B 52 M CS, GI-H,V,K
[A+B] 52 M CS, GI-H,V,K, Ends in Mist
-------------------------------------------------------------------------------
214A - Half Moon Death Stance #2
214[A] 24 h
A 55 Um RO
A,A 15,45 UmUh RO, NC
A,A,A 15,15,51 UmUhUm NC, AT #6
B 48 m AT, FrC
K 18 L
B+K 40 m RO
-------------------------------------------------------------------------------
214B - Full Moon Death Stance #2
214[B] 16 h CSc
A 26 h RO
B 85 Um KND
K 18 L
B+K 40 m RO
===============================================================================
#1: JF works only when preceding hit is not guarded/blocked.
#2: Have the option of being Variable Cancelled. MUST be done right before move
is fully executed (or in other words, before you jump in Mist/Relic and before
you enter HMD/FMD).
#3: Tap A+B when Mitsurugi's sword is directly at his side, but really quickly
in order to avoid doing Relic [A+B]{1 1/2)_Relic [A+B] unblockable.
#4: Will GI all mids. An unsuccessful GI reverts Mitsurugi back to Relic
stance.
#5: AT does not activate on a crouching opponent, unless the move itself is a
CH.
#6: AT does not activate if done on an opponent's sides.
Character Specific Conventions:
MST = Mist Stance
RLC = Relic Stance
HMD = Half Moon Death Stance
FMD = Full Moon Death Stance
H. JUST FRAME EXPLANATIONS
--------------------------
Just Frame moves require specific button timing in order to pull them out. I
thought I put this section here to explain how to pull them off in more
detail, seeing as just listing them without mentioning how to pull them off
fully can be very frustrating if you're trying them in the first place.
Mitsurugi has four Just Frames: 6B:2, b:A, A+B:B and Relic [A+B]:A+B. They all
are fairly easy to pull off, as opposed to many other characters.
Just Frame 1: 6B:2
==================
As soon as you hit 6B, slide to either 1_2_3 VERY quickly. I personally don't
recommend using 3 because you'll probably get 3B to come out instead.
- As opposed to 6B2, this comes out a lot slower. Mitsurugi slowly
lowers his sword, points it at the opponent's feet, then stabs it.
- This causes Toe Hop Stun on hit, and does 35 damage versus 20.
- 6B:2 it seems, lost it's tracking ability from SC2.
Just Frame 2: b:A
=================
At first it looks hard, but it's really easy. To make this JF a second
nature, place your thumb on the B button (which is triangle for the PS2
controller). Tap B, then ZOOM to A as fast as possible. Notice I said ZOOM
and not quickly tap as with Slide Input commands, because you're basically
doing a faster bA Slide Input.
- This JF is an Attack Throw. It's basically Mitsurugi's answer to
Yoshimitsu's bA. What Mitsurugi does is he hits the opponent, then goes
through the opponent, and ends up on the other side of the opponent. The
opponent is "stunned", and ends up in a FDFT position.
- The Attack Throw will not activate if b:A is done on an opponent's sides or
back.
- The AT hits on both normal and counter hit. If done at the opponent's sides,
it causes a Crumple Stun instead (this Crumple Stun though is different; the
opponent doesn't lean back and collapse, instead they fall in where they are
standing).
A+B:B
=====
Really easy. When the second hit of A+B connects (the launcher slash), tap B
and Mitsurugi will follow through with a jumping slash similar to the second
hit of 8WR 3_9B,B.
- The entire string is guaranteed on CH for a grand total of 33.3% damage
(1/3 lifebar).
- The JF slash causes a guard break. Unfortunately, it is completely useless
because the JF comes out only on HIT. If blocked, you cannot follow the JF
slash.
Relic [A+B]:A+B
===============
This is more timing specific than Mitsurugi's other three JFs. Hold A+B down
until Mitsurugi holds the sword with both hands and the sword is right behind
his back, then quickly press A+B. Mitsurugi will then place the sword back in
his scabbard.
- This is Mitsurugi's only unblockable cancel. And off of a move that's very
useless...
I. MY ARSENAL
-------------
These are all the staple tools that I generally rely on. Not that the other
moves that Mitsurugi has are useless, but in some cases you won't come in the
situation to use them.
Therefore, it is better to narrow down into choices that are more useful and
are present in most situations. The following tools that I use:
A+G 50 FRONT A FUFT (RO)
B+G 55 FRONT B FDFT
===============================================================================
Your basic frontal throws. At a one-button escape they can be breaked very
easily. BUT what makes them more useful is that they both change sides with
the opponent, which helps if your back is facing to the edge of the stage or
near a wall. While not very damaging, both throws create decent space.
A+G allows for a pretty neat ring out over low walls, as well as giving an
opponent something to fear with being near the edge. Mix the throws up to avoid
getting them escaped, but do make sure that you don't use B+G and end up with
YOUR back towards the wall/edge.
A,A 12,20 hh NC
===============================================================================
It's everything your typical A,A is - fast (it's now i12 however instead of
i10), combos on hit, hits high, and is used to poke. On hit, it gives +5 frame
advantage, decent to set up stuff. The damage increased a bit from SC2, which
is a nice bonus. It easily punishes after blocking an unsafe attack. However
since it hits high, it can be ducked. Additionally an immediate 2A will counter
an immediate A on block if the blocked move of the attacker has minimal
disadvantage.
A single A on block yields 0~-1. You can beat ALOT of options out with 2A;
they can only GI, retreat or do a 2A around the same speed of their own. Their
other alternative is to duck the A and punish with a FC/WS move. If the
opponent
doesn't they are hopeless.
You can cancel the first hit of A,A with G, which comes in handy if you've
successfully guard impacted an opponent's move to Post-GI for a free hit. Use
this move carefully and make sure you don't find yourself depending upon it,
since it can be easily breaked due to the low damage it causes.
2A 14 s.l
===============================================================================
Another Mitsurugi staple move - 2A is just as fast as A,A, (i12 frames)
technically crouches, and Mitsurugi recovers crouching, making it a nice setup
for Mitsurugi's excellent FC/WS game. Additionally with the advent of tech
traps in SC3, this is a great move for that purpose against a tech roller up-
close, it will instantly cause them to stand up from the ground while crouched,
leaving them open for mixups. What it does lack is range, and is just as
breakable as with A,A in addition to doing low damage. 2A is personally a
better interrupter than A,A since it instantly tech crouches and will go
through As very easily.
Combined with the damage of FC 1A+B, FC 1B wakeups and WS B mixups and you've
got yourself a winner in this move. It's something no character can live
without.
3A 18 m CFSc
===============================================================================
Recieving quite a boost from SC2, 3A's more useful in SC3 now. On CH it now
causes a crumple fall stun, setting up wakeups, combos and tech traps. A great
move for CH hunting since it comes out fast and hits mid, making it great as
part of a basic mixup. The range is also slightly further but still short. Safe
on block but not a good poke on its own.
4A 28 h OSc
===============================================================================
Your mid range step killer. The 360-degree coverage will hit opponents
irregardless of where they step. While slow at i18, it has better range than
A,A, causes better damage, and exposes the opponent's side on CH. It does hit
high making it duckable, but it's very safe on block at -3~-1, and gives decent
frame advantage on hit at +5~+7, plus has a transition into Mist stance if
you hold A, allowing a Mist B frame trap (which can only be countered on block
by i10 frame As such as Xianghua). This along with 22A are your best ways of
stopping 8WRs.
3B 35 M JG
===============================================================================
Mitsurugi's primary launcher. It's improved big time in SC3 and deals great
damage on hit. A safe launcher and it's only compensation for that is that it's
slightly slower than some other 3Bs; additionally Mitsurugi's 3B has short
range. A primary wakeup and mixup tool along with 2KB. 3B also covers
Mitsurugi's left but is steppable to the right.
6B8_9 28 h
===============================================================================
Mitsurugi's other poking tool is toned down from its SC2 incarnation. On block,
it yields -2~-1. Fortunately it's safe; it's just the fact that you will not be
able to keep pressuring or continue flowing. However because of the minimal
disadvantage you can beat out a lot of options with 2A provided that they don't
do anything faster than i12~i14, thus reversing the advantage into your favor.
The frame advantage off of this is fairly high (at +8~+9), enabling you to
set up moves that are normally interruptible otherwise (though the push out on
hit can make some followups whiff, such as 3B). Use primarily as a setup tool,
it's also good for spacing on CH as it pushes the opponent backwards a bit.
4B 34 m DOS
===============================================================================
Primarily used as a baiting tool. The step back avoids a lot of short ranged
attacks, and will counter automatically (assuming your opponent whiffs a move).
What's nice about this is that the Double Over Stun on hit gives great mixup
options, and can be followed up for great damage if your opponent doesn't
escape the stun. Mix up with throw/3B/2K,B if escaped. In the event of a whiff,
you can hold B to enter Mist stance and keep your distance from there. Safe on
block, not so on a whiff.
66B,B 26,11,26 MMM JG, NC, RO, KND, FrC
===============================================================================
One of Mitsurugi's new moves. Though fairly powerful, has a bundle of
properties, and all hits connect on a grounded opponent, this is a double-edged
sword. Reason for this is that both hits are UNSAFE on block. The last two hits
do push out on block and force crouch, yet at -21 to -22 you can eat stuff like
236Bs. The first hit is -15 to -14, but your opponent is left close enough for
them to apply pressure or punish (another 236B scenario... *sigh*).
Regardless, 66B,B is pretty decent. The initial frames tech crouch (will
eat highs), all hits are guaranteed to connect if the first or second hits, the
last slash knocks down if the launch is successful (can ring out over low
walls!) or knocks back for a potential RO if the launch doesn't happen, the
hits (even on block) are uninterruptible in-between, all hits are mid, and
66B,B is good for whiff punishing due to it's range (when 3B/33B can't reach
in time). On wakeups the first hit rolls the opponent over, the followup B
can catch back rolls and if not, you're safe thanks to the forced rolling of
66B.
At i19 it's fairly slow, but the tradeoff is pretty good... as long as you know
when to use it.
2K,B 22,26 LM TS, NC
===============================================================================
Mitsurugi's best low tool and one of the reasons he is so good. The 2K knocks
down and the followup B tacks on for excellent damage (20% to be exact) and
though the opponents can air control, they CANNOT avoid any wakeups of
Mitsurugi's choice. It comes out fast and is hard to see for that reason. In
addition this is an awesome wake up tool as both a ground hit/tech catch. 2K
covers ALL rolls as long as the opponent is close, which they should be after
a knock down like 2K. Part of the standard 3B_2KB mixup.
2KB's only serious flaw of course, is the heavy disadvantage on block. After
2K, Mitsurugi is at negative 20+ frames, and after 2KB he's near negative 30
frames. That means A LOT of stuff will badly punish Mitsurugi on block. However
with the mental pressure of the followup B and slight delay, an opponent may
NEVER punish even though they should of. This is due to the speed of the B
which can snuff out MOST retaliation attempts. There are a few moves that can
stop and even prevent the B from coming out but not many players keep that in
mind. Be warned though, that the B on hit will leave Mitsurugi at -13 no matter
what, and thus can be punished by Sophitia's 236B.
4K,B 24,32 mm RO, KND, NC, FrC
===============================================================================
Great for advancing and has decent range for a kick. The second hit is
guaranteed if the first hits; the first hit rings out whereas the subsequent
hit knocks down, but knocks back if the first hit doesn't connect. A strong
whiff punish tool that's useful for tagging retreating opponents or ringing
them out. At mid range it keeps Mitsurugi comfortable and is safe; but is
linear and can be stepped. Should you do the followup B on accident you can
guarantee to eat some major damage. Nice for pushing opponents towards a
wall; the recovery of the 4K means you can do some deadly wall combos.
66K 24 m KND(RO)c
=============================================================================
Another one of Mitsurugi's toned down moves. Slower at i15, it does less damage
and doesn't track as well as it used to. The TJ comes out late and it's now
harder to low crush them. But that shouldn't deprive you from using it since
it's still useful. The 33_99K version especially, it is superior over 66K with
good +frames on hit and minimal disadvantage on block in return for less range.
For CH hunting purposes it isn't as useful as 3A due to less rewarding options
afterwards. But for mixing up this is another good tool.
8WR 3_9B,B 30,35 MM JG, NC
===============================================================================
Mitsurugi's other primary launcher. It has it's own guaranteed followup
(delayable only for a few frames this time, which helps with following with
guaranteed juggle damage), but the first hit offers similar juggle options with
3B. Both hits hit grounded, which makes 33_99BB INVALUABLE as a tech trap. In
fact after certain moves, both hits are guaranteed; if the opponent techs, they
get launched with the second hit and be set up for more wakeups. The only
exception is a tech to the right, but as long as you precede that with a step
to the right, both hits will not miss. 8WR 3_9B alone as a ground hit flips the
opponent over thus screwing with their rolling attempts. 8WR 3_9B has better
range than 3B and it also hits to Mitsurugi's right as opposed to 3B hitting to
Mitsurugi's left.
Holding the B will head straight to Relic stance, which should be followed with
Relic B afterwards to slam the opponent down. From here, your opponent is in
the perfect position for wakeups. Even if your opponent does JF tech, you still
get mixups on hit. If they stay ground and try to roll, 2KB will hit ANY tech
attempts. If JF teched you can do 2A+B for mixups afterwards. It's sometimes
better to do wakeups off of the launch so you can bring in more damage; but if
you're going for the kill you can do power damage juggles alternatively.
Relic A 5,24 mh NC, KND, RO, LS, OS
===============================================================================
Relic A is now officially Mitsurugi's fastest move at i7. The first hit is a
mid and causes a Lift Stun, the follows into the second hit which knocks down,
and can be held for a transition into Mist. Additionally, Relic A yields
advantage on block (beware that the first hit can be blocked and DUCKED
under with 2G), with the transition, Mist B is uninterruptible. Too good! The
first hit though has fairly short range, but as long as you're close, nothing,
not even a i10 A,A from Xianghua or 2B:A from Taki, can stop it from coming
out. Not to mention that following the knockdown, the opponent CANNOT
tech afterwards. Meaning you can run up and proceed with 3B_2KB mixups.
Half Moon Death A,A,A 15,15,51 U-mU-hU-m NC, AT
===============================================================================
Arguably Mitsurugi's best new move. This move is just AWESOME on wakeups. If
the opponent rises they CANNOT avoid it; they have to be at the tip of the
HMD A and back away prior to execution to avoid it, or stay down and take a
HMD K hit instead. The first hit is an unblockable mid and thus the opponent
can't stand guard against it. Opponents behold at the sight of the startup and
tend to freeze and forget it. The damage is massive and three of these will
KO an opponent; another reason of it's awesomeness for wakeups. The b:A move
near the end sets up for wakeups; do the standard 3B_2KB wakeup mixup
afterwards.
========================================================================
SECTION 3: THE SOUL CARRIES ON...
========================================================================
a. STRATEGIES
-------------
Mitsurugi plays pretty much the same as he did in SC2. This is a good thing.
On the other hand some of his setup tools have been nerfed. To compensate
he has awesome damage potential through wakeups, mixups and combos. His
basics are still strong; his recovery and frames are decent. You can pretty
much play Mitsurugi in several ways, since his style complements his
offense and defense well. His offense is where he can start going all out
with damaging mixups and defense retains his pressure and helps him mantain
his momentum to continue flowing. I tend to stay on the offense a lot since
that's where Mitsurugi can unload his damage, but his defense gives him
just as good rewards, if not better.
OFFENSIVE (GENERAL)
===================
Most of your offense will probably begin with poking attacks. A,A and 2A
are great for this purpose since they are fast and good for chipping bits of
health away. You also have other poking moves such as 1B and 6B8; these give
large hitstuns and good for setting up uninterruptible 3B_2KBs on hit. A,A
has the better range out of them, but 2A is a better interrupter. The other
two are great for spacing and stopping opponents from coming in. There are
plenty of other poking tools such as WS B and 2B; these mixups also apply to
them and will be noted as such.
Mixups on hit:
- Standard 3B_2KB mixups are uninterruptible except after A,A.
- FC mixups after 2A/2B are FC 1A+B_FC 1B. For safety and pressure, WS B
after.
- Throw in close range if they block
- 2A+B to continue pressure on hit + block, if opponent crouches, 2A+B -> 2A
and continue pressure.
Mixups on block:
- A_6B8 give less disadvantage; 2A will interrupt anything that is not -12~-14
or faster. The opponent can outmatch your 2A with theirs provided their 2A
is same speed or faster.
- 4B to avoid close range mixups; will be beaten out by strings that advance
- GI. Very risky.
Uninterruptible followups on block (aka frame traps):
- 214[A], A,A_2A_B,B are uninterruptible.
- 2A+B, 2A is uninterruptible.
- RLC [A] -> MST B is uninterruptible.
- 4[A] -> MST B is uninterruptible except vs i11As.
After blocking moves with minimal disadvantage:
- 2A to stop anything they do. Can be beaten by retreating/retreating moves.
- Quick buffered 33K to break low/2A attempts.
- 3A for CH hunting.
- 4B to break out of short range assaults/frame traps.
STARTING THE ROUND
------------------
Starting off a round can be tricky, since both you and your opponent will not
reveal anything until the "Fight!" message fades. It's is important however,
not only will the first move that hits do damage, the initiative usually goes </pre><pre id="faqspan-2">
to the opponent that connects the move, and the round is in their favor. One of
the following situations will occur at the start, and here are some tactics
against/in these situations.
Moving: The most common situation after starting a round, no one decides to
execute a move and will simply try to find the range they are comfortable in
before attacking. Should your opponent move via 8WR or sidestepping, 4A.
If they move back, warm up a bit and consider your plan before moving in.
No one is going to move forward anyways (except for rushdown/in-your face)
characters.
- Moving backwards is the safest option.
- Moving forwards is dangerous, especially versus an opponent who attacks
immediately.
- Moving sideways helps avoid linear attacks.
Attacking: Sometimes involving a 66/6 move (like 6B/66A). Real players
never consider attacking first. Unless you're up against an opponent
who doesn't know anything, NEVER try landing the first blow in the
round, that makes you predictable. You're also out of range as opposed
to Tekken, a whiff or a dash in attack will easily be caught on by an
alert opponent.
Some moves to consider for attacking:
- 8WR 3_9B versus steps to the right.
- 4K to close in on opponents who guard immediately. Follow with the B
if they instantly retaliate.
- 1B_2B to keep the opponent from coming in. You can do mixups afterwards.
- 22_88B if they step to the left_right respectively.
- 4B if the opponent tries to attack. 3B_2KB_Throw mixups after.
Guarding: A neutral situation, no one moves at all and guards in case of
an incoming attack. Safe and ideal if your opponent likes to attack
first. But against an in-your face character, they will probably charge
at you the instant the round starts, thus giving them a comfortable
position to start off with. You should only guard in case of an
attacking situation, and move otherwise.
- Close in using 4K, do the B if they try to retaliate.
- kB will hit opponents who move forward; if they back up and guard the
second hit cannot be punished afterwards, if they drop their guard they
will get hit by the second hit and get knocked down. Wakeup mixups
after.
- Enter Mist. G and return to normal if they don't attack; if they do,
MST A+B auto-GI.
Advancing towards the opponent: Well eventually, you have to move in somehow.
This is tricky against defensive opponents that play keep away alot and know
what they are doing. Moving in sets you up for things; the important thing to
remember is that you're safe as long as you mantain a decent amount of distance
away, reducing any chances of taking big damage with retaliation/mixups. Some
ways to move in:
- 8WR 1_7B,A semi tech crouches and both hits are safe unless the followup A
is ducked. Hold A to enter Mist; sets up MST A+B auto-GI and nearly
uninterruptible MST BBB that can be beaten only by i11 As and by ducking.
- 4K, see previous section.
- 8WR 3_9K to move in slightly. Safe if blocked; not safe if whiffed. Can
crush 2A/low attempts.
- 6A, safe on blocked but can be ducked. The follow up A may CH for DOS mixups,
on block it's unsafe and on hit it leaves Mitsurugi at - frames so only do
6A.
BAITS
-----
You can use the following moves for specific situations and get a counter of
sorts to break your opponent retaliation attempts:
- 4B after moves that leave Mitsurugi with minimal disadvantage on block, such
as A and 6B8. Will lose to advancing moves, but gets Mitsu out of short range
assaults.
- 44B,B first hit leaves the opponent crouching, delay the B followup to catch
opponents dropping their guard. If they try to GI the B (which they can),
charge it fully for an unblockable.
- 4[A] blocked sets up MST A+B auto-GI or MST B frame trap that loses only to
i11 As. RLC [A] also works but MST B can't be interrupted.
RANGE
-----
Stuck in a particular range? Perhaps you need some way out? Or you're
under pressure. Range is an important issue because certain ranges
affect certain playstyles, and not being at the specific range will
put the opposing opponent in favor. Learning to control range is
important as well.
For Mitsurugi, he does well in mid range (as with a lot of other
characters). This is where you should be often, particularly because
it's harder to keep you out via keep away opponents, and your
baiting/countering opportunities are influenced more within mid range.
Mitsurugi is backed up with a couple of decent pokes, some spacing tools,
and fast natural combos. Mixing up and punishing on whiffs shouldn't be
hard, plus you have less risk of taking serious damage.
Close Range: Perfect for pixies or pressuring opponents, and harder to
"see" and react. Throws are occasionally mixed up here, breaking them
will require a lot of practice. Try to learn how to block lows on
reaction, that should be your first priority to avoid taking damage
from lows such as Setsuka's 1A:A:A. Suggested Moves:
- A,A general poke. A on block gives +0~-1 and 2A followup.
- 2A another general poke but instant TC and can beat highs. Better frame
advantage and gives FC/WS mixups.
- 3K for spacing.
- 3A for CH hunting purposes only.
- 33K sets up uninterruptible mixups afterwards.
- 6B8/1B also do the above.
- 3B_2KB mixups after getting your hit setups.
Mid Range: Mitsurugi's ideal range. This is where you want to be at all
times. Here, baiting/CH hunting/punishing should be second nature and
is critical in dealing with rushdown opponents. Keep away is also practical
to learn against faster characters. Suggested Moves:
- 4A to cut step, 4[A] to set up MST stuff. Duckable.
- 1B/2B to stop opponents from coming in. Mixups afterwards.
- 33B to punish whiffs.
- 66K over low/2A attempts and advancing.
- 4K for advancing as well, do the B followup if they drop their guard, etc.
- 44BB to punish close range whiffs.
Far Range: The perfect situation for a keep away type opponent. From far
range, you can't do anything, and neither can your opponent. One of you
guys will eventually run towards the opposing opponent and engage, thus
resuming the fight. You'll have to watch yourself carefully to avoid
falling into an opponent's hands. Mitsurugi does not have a good far
range game, but he can space well, critical in creating breathing
space and for keeping away.
- Advance (see advancing section above).
- Step in, step out. Step in, step out... rinse and repeat until one of
you makes a move.
- kB is Mitsurugi's best long range move IMO. Gets him close and has
deceptively long range. If guarded Mitsurugi's safe to retaliation due
to range. The second hit will also knockdown if the opponent drops their
guard, allowing wakeup pressure.
RING OUT
--------
Ring Out
It seems that Namco has extended the width and length of the stages.
Ringing out is by no means an easy task. Currently the Ring Out King
and Queen of SC3 is both Ivy (juggle -> SE 6B+K) and Nightmare (CH
236A, 4K,K, 236K,K). Mitsurugi's ring out game is fairly standard,
the RO moves lack enough push back distance, in addition to being more
concentrated in ringing out forward. Only a select few ring out to
the sides, increasing the possibility of knocking your opponent
right into safety instead of into the canvas (and IIRC most of
them require CH). Thankfully with a strong combo game with several
stuns leading into 236B, achieving a ring out is easy as long as
you're near an edge.
Ring Outs are invaluable if you're low on health, and an instant
guaranteed win. There are four ways to ring out however:
Juggle - Must be very close to edge, following with a air hit will
not register as a damage input, but negate air control.
Alternatively, if a juggle knocks back, then air control is
already negated. Down into the depths of hell...
Knockback - Conventional way of ringing out. Self-explanitory.
Stun -> RO - The stun may modify the knockback range if the opponent
leans back a bit while stunned (like in a crumple stun).
Low Walls - Launching or breaking the low wall and comboing with a
knockback move rings out.
Front Ring Out Moves:
stun, (that leads into) 236B
4K (Mid range)
4K,B (Close range)
CH 236B_236[B]{1} (mid range)
236[B] (Near edge)
A+G (mid range)
Any Launcher (near edge)
6B4 (mid range)
44B,B (near edge)
1A_1[A] (near edge)
66B,B (mid range)
2K,B (near edge)
CH 66K (near edge)
BT 2K (rare, near edge)
11_77A (near edge)
33_99B,B (near edge)
FC 1A+B (near edge)
6A+K (mid range)
BT B+K (rare, near edge)
Relic [A+B]{1}_Relic [A+B] (mid range)
Relic [A+B]{1 1/2) (near edge)
Mist 6B_Mist B,6B (mid range)
Half Moon Death B+K_Full Moon Death B+K (mid range)
Full Moon Death A (mid range)
Left Ring Out Moves:
CH 6K (near edge)
CH 22A (near edge)
Relic A_Relic [A]~Mist (near edge)
Half Moon Death A (near edge)
Right Ring Out Moves:
CH 88A (near edge)
Relic A+B (near edge)
Half Moon Death A,A (near edge)
Over Low Walls:
Any Launcher, juggle
33_99B,B
66B,B
A+B:B (second hit only)_CH A+B:B
Near the edge. Your opponent may start panicing in fear of ringing out. Their
only hope is to throw/GI/space out/8WR/poke away to stay away from the edge:
- If they 8WR away, make them eat a couple of AAs/4As, and once they start
ducking, get them with 4K/3B.
- Most throws change positions, but otherwise simply throw you away at a
distance. Never stay close.
- GI/whiff baits such as 44B,B work well. 4B is great if they don't 8WR.
On hit, if opponent escapes, mix with A+G (rings out)/3B/2K,B. The throw
is only if they don't react fast enough. NEVER do B+G as that changes
positions, and will result in YOUR back towards the edge. If they happen
to be some unlucky person that doesn't escape the DOS, free RO opportunity.
- 22_88A (depending on your side) cannot be stepped, and RO on CH. Use
along with 4A.
- Block their attacks and then attempt A+G. If broken start your mid range
mixups and keep them close to the edge. If not, ring out!
Yourself Near edge. Against a well prepared opponent, stay in defense
and DO NOT do anything. Block, anticipate, then mixup between throw/3B/2K,B,
and then pursue in keeping the opponent out or 8WR. Of course, this is easier
said than done. Maintaining your patience is the key to avoid falling into
mistakes.
- Throw. When escaped the opponent should stumble backwards, creating space.
Best one is B+G to switch positions; you can then pressure them since THEY'RE
the one at the edge
- 1B/6B8/6B and attempt a throw afterwards if it hits. On CH they all will
cause the opponent to stumble back thus creating space allowing you to 8WR away
from the edge.
- A,A_2A and mixup with 3B_2KB to apply pressure and fight back for your
position.
Ground hits (All ground hits do 70% of their dmg)
---------------------------------------------------------
1A (27) - Hits side techs and does pretty respectable dmg. It also has a long
range, good for hitting opponents who try to back roll unscathed. Works nicely
as a tech catch but occasionally misses if the opponent is too close; the
sweeping slash will go OVER them.
1[A] (34) - Strong low that does decent dmg. Best used after a knockdown;
charge it up a bit and wait for an opponent to tech. If they do, release 1A and
it'll hit them on their tech. Or if they tech immediately 1[A] will tech catch.
3B is the best followup afterwards.
1A,B (36) - Strong ground hit with the nifty ability to guard break. However it
comes out too slow to be effectively used as a ground hit. Stick with 1A and
other ground hits as an alternative.
WL A (17) - Maybe for beating out lows the opponent does after rising but
otherwise useless.
BB_[B]~Mist (15) - Only the second hit hits grounded opponents. With that in
mind this is just another ground hit.
1B (15) - Hits left side rolls (tech catch) and slightly pushes the opponent
back. About the same safety as 3B when blocked; 3B is a better ground hit over
1B.
2B (12) - A quick "tick" ground hit that stops any forward or back rolls. But
very weak, despite its range.
3B (24) - Primary launcher and wakeup mixup. 3B_2KB mixup for opponents who
stand blocking low_high respectively. 3B also hits forward rolls and opponents
who stay grounded, but does not catch any side rolls.
6B2 (14) - Weak poke to the ground. Treat it as a 1K with better range.
6B:2 (24) - Pity it lost some of its tracking ability in SC3 'cause it would've
been a good ground hit. Damage is the same as 3B and occasionally hits side
rolls. Doesn't hit backrolling opponents.
44BB (15,23) - The followup B hits grounded opponents but only at an angle. 44B
hits grounded opponents but is weak. As with most "weak" ground hits it's
somewhat useless. The only advantage here is that it doesn't push the opponent
outwards; it also stumbles them a bit.
44B[B] (15,27) - Same as above.
66BB (18,10,28) - Hits forward/backward techs as a tech catch and flips
opponents over as a ground hit. The followup B will tech catch backward rolls
as well, but the opponent must be in range after 66B. In addition, near a
corner the followup B is all guaranteed; this is Mitsu's strongest ground hit
in terms of damage.
WS B (16) - Also useless unless maybe after 2K since it leaves you in crouch,
but otherwise you won't find yourself in FC position for wakeups a lot.
FC B (12) - WS B with less dmg. Go figure.
FC 1BB (17,21) - Not useful for wakes either. The B followup misses if the
opponent immediately techs afterwards. Once again you won't find yourself in FC
position for wakeups a lot.
FC 1B[B] (17,7) - See above.
BT 2B (14) - There are better.
WL B (21) - Stylish but not practical. You can hit forward/back techs with
[G]7_9B and grounded opponents with [G]8B; once again, it's useless.
22_88B (22) - 22B hits left rolls whereas 88B hits right. 22B is a nice tech
catch and wakeup tool as you can hit ANY tech and reset the opponent's position
for another 22B; not the same for 88B (note that you must have landed a
stun/knockdown of sorts beforehand; if not then 22B will miss on right techs).
If you read your opponent's tech you can hit them accordingly with these. As a
ground hit it only loses to 3B in mixup/dmg.
33_99BB (21,30) - A great wakeup tool and tech catch provided that your
position is correct. At the opponent's side while they are grounded, 33B flips
them over, sometimes making the followup B guaranteed. This is good after moves
like CH 3A since you have all day to walk to the side and hit them with 33BB
(you must be on the opponent's left though). If they tech after getting flipped
by the 33B they may get hit by the subsequent B and get launched thus resetting
the wakeup. Both hits, if not teched or blocked will roll the opponent away and
thus ruin the wakeup. I suggest using this only to get an opponent closer to a
wall/edge. Oh and it works much like 3B but the greater reach and the second B
means you have a chance of hitting back rolls.
33_99B>B (21,24) - Not as useful as a non delayed 33BB 'cause it's easier for
the opponent to get away.
11_77BAB (18,33) - Only the first and last hits work as ground hits. Can be a
somewhat decent option for back rolls but useless vs side techs since they can
just roll away from the last B.
Run,K (21) - For back rolls only.
1K (10) - Weak ground hit that serves mostly to chip little bits of health. It
is not safe in SC3, I advise not to use it when you have a superior low in 2K.
2K,B_[B]~MST (15,21) - Mitsurugi's best low is not surprisingly one of his best
wakeup tools. It covers side and front techs, back techs if you're deep. The B
also hits grounded but if 2K hits as a ground hit stop right at the 2K or the
opponent can roll away from your wakeup. It is also part of the 3B_2KB mixup.
The damage on paper is weak but that's only if the opponent doesn't move (a bit
contradictory to my previous statement of weak ground hits being useless). 2K
will most likely be where almost all of your knockdowns are coming from.
Capitalize on its sheer usefulness as it does great dmg, comes out fast and
gives wakes on hit, 2K + the followup B or not.
kB (29) - Occasionally the first hit connects on grounded opponents; I think
this may require an angle. Otherwise only the second B hits. Good for back
rolls thanks to the range and tech jump + the knockdown of the B resets wakeup.
If blocked you're semi-safe from punishment.
BT 2K (10) - There aren't many chances to set up BT wakeups so this is useless
as well. It's also unsafe and weak dmg.
66A+B (32) - Yet another anti-back roll tool. A strong one as well. Versus side
techs it is useless. You can cancel it if they side tech which makes it
partially safe than 66B - a bonus is that Mitsu will be closer to the opponent
and can start 3B_2KB mixups afterwards,. This usually connects after stuns like
CH 3A; with the G cancel thrown in you can make devious setups/traps such as
2KB if they instantly tech.
A+B:B (13,18,28) - Works like 33BB except it's slightly more consistant in the
fact that the second hit of A+B has a better chance of connecting even with the
pushout of the first hit. The JF B has a good chance of connecting thanks to
the rolling of the first two hits, despite being weak versus side techs. A
strong grounded hit and flashy if the JF B comes out. You can also cancel A+B
to set up other ground hits due to less pushback.
2A+B (14) - Hits grounded and forward rolling opponents and leaves them close
for setup/trap purposes. If they rise blocking, 2A+B gives partial advantage
leaving 2A uninterruptable. A crouching block will give a free 2A into mixups.
The dmg is weak but 2A+B is useful setups. After knockdowns such as 2K or
33[B], RL B the opponent cannot roll out. They either take the dmg or stand to
face mixups. One of the few win/win situation ground hits in SC3.
7_8_9A+B (20_27_34) - Flashy but there's not much use besides avoiding rising
attacks, which take a bit of startup time anyway. Works exactly like WL B, it's
just slightly stronger.
B+K (14) - Once again, this is for back rolls.
Mist B,K_Mist K (13) - Standard MST wakeup option. The other being MST 4B_6B.
Comes out quick enough, but the dmg is lacking.
Mist A+B (36) - A stronger 66A+B with shorter range. Once again it's mostly for
back rolls. The linearity of MST A+B makes it useless against side techs.
HMD B (14) - Useless when you have HMD AAA.
HMD K (13) - Although weak it makes up for the speed. At the sight of HMD AAA
opponents will most likely never stand up since it's hard to get away from HMD
AAA; they can only stay on the ground to avoid it and that's where this move
comes in. Be wary that it does have short range so don't use it out of nowhere.
It's one of the few safe lows in SC3; it also doesn't push the opponent back,
thus leaving more wakeup chances.
FMD B (59) - It comes out too slow to be used as a ground hit. The damage is
nice on paper but there are better options.
FMD K (13) - Works exactly like HMD K but lacks a strong mental pressure move
to mix up like HMD AAA.
Wake Up/Tech Trap Setups
========================
CH 3A
- 66A+B,G, 2KB is a tech trap if they tech
- Step to the left, 33BB hits as a combo/tech trap if they tech after being
flipped by 33B
33[B], RL B
- Versus tech, 2KB hits and puts them back to the ground
- 3B_2KB mixup if they stand up blocking low_high
- 2A+B for minor frame advantage if they stand up blocking, crouching hit gives
2A into mixup
- HMD AAA_K, HMD AAA if they stand up any way, HMD K if they guard high
2K/2KB
- Run up, 2KB
- 3B_33B is an almost guaranteed hit after 2K
- 2A+B if they stand blocking, crouch hit gives 2A into mixups
22B
- 22B is a tech catch after, or a guaranteed hit. Opponent CANNOT roll in any
way out.
Good Wake-Up/Tech-Trap Tools
============================
- 2KB: Hits all tech options plus puts them back to the ground. 3B_2KB standard
mixup versus opponents who try blocking low_high afterwards. Works nicely as a
tech catch. After 2K, 3B_33B is almost guaranteed hit, but you're better off
with the wakeups.
- 3B: Hits grounded opponents and if they try to roll forward/stand up blocking
high.
- HMD AAA: Versus opponents who rise in any way. They can only avoid by staying
on the ground, HMD K thus becomes "guaranteed". Even if they stand up blocking
low, it's a safe low. It also leaves them close rather than pushing them away
thus allowing you to continue your wakeup pressure.
- 66B/4K: Versus back roll. A grounded 66B will roll opponents over and the
followup B will tech catch back rolls. 4K is a tech catch only vs back rolls.
If unsuccessful don't do the B followup.
- 2A: Tech catch; hits side rolls and gives free mixups on hit. Safe.
- 22_88B: 22 covers left rolls and 88 covers right. If 22B hits you get a free
22B tech trap; it's also guaranteed for solid dmg.
- 66A+B: Versus back rolls. On hit, sets up 22B tech catch, but must be done
quickly.
Tech Traps:
===========
CH 3A
******
-33BB (Belial/Dinoz~Soul) Techable right, unless a step to the right is done
before hand. 79 dmg for right tech. To the left, it's 80+ dmg, and a launch is
90+ dmg in addition to giving wakeups.
-1[A] (72) Guaranteed whether teched or not, but does 58 damage otherwise as a
ground hit. 3B is guaranteed after 1[A] for extra damage.
-2A (Belial) Mainly reliability, forces opponent to rise from the ground in a
FC position. Not much damage, but good for mixup purposes.
-33A (43) Re-stun link possible to 3A, or for more damage. Difficult, but puts
them close to you, giving good wakes.
-b:A (77-79) Difficult.
22B
***
-22B (Belial/Fei Wong) Works if 22B hits opp's side. Infinite re-stun possible
if opponent techs.
-4KB 93 dmg exact, pins the opponent to the ground for more wakes, unless they
JF tech.
66A+B
- 22B (80) Can combo for 70 dmg otherwise. Infinite 22B re-stun unless opponent
techs left with the first 22B, in which subsequent 22Bs won't hit, UNLESS
BUFFERED.
- 2KB (94-96) Puts opponent back to ground.
8A+B
****
- 66A+B (89) Guaranteed in any case, be it a tech to any direction or the
opponent just lays on the ground. After a successful 66A+B tech trap, 2A/1B/3K
for mixups or 3B for damage.
- B+K (90) Guaranteed in any case. Above option though is more reliable.
CH 66K
******
- 1[A] (77 I think) Purposely delay the 1A to catch the opponent teching. Hits
all tech options, 3B/66B combos afterwards for 90+ damage (3B won't work if out
of range).
- B+K (dmg need to be added) Hits everything minus right tech (I believe). Will
change positions with opponent.
Continuing later on…
=========================================================================
SECTION 4: THE SOUL RAGES ON...
=========================================================================
This section contains a list of combos for Mitsurugi. These are all
guaranteed and fully tested before confirming and being listed. Any
additions, corrections, or criticsm about combos in this section are
greatly appreciated.
a. AIR COMBOS
-------------
* If there are multiple launchers listed in one group, then the followups
will only show the extra damage, while the launchers will be listed with
their respective damages.
* Combos are ordered from most to least damaging, for your convenience in
considering the reliability, the options you get off of it, or considering
which will become a staple (or primary) combo.
3B (35), 8WR 3_9B (30), CH FC 1B (28)
=====================================
- 4K, 236B (+47) AC'able Left/Right deep if 236B is not buffered. AC'able
Back-Right/Back-Left on shallow hit.
- 4K,B (+45) Hit 4K close to the ground as possible.
- 236[B]{1} (+42) Hard off of CH FC 1B.
- 1B, 4A_4[A]~Mist (+36) Reliable deep hit.
- 66A+B (+36) Works only on a side launch, where the opponent cannot tech.
- 4K, 66K (+35) Must be done quickly.
1A,B (52)
=========
- 9A, 236[B]{1} (117-118) AC'able anywhere if 236[B]{1} is not buffered.
- 2A+B, 6B+K~Mist A+B (110)
- 2A+B, 66A+B (105) Most reliable.
- 9A, 88A (105) Unreliable.
- 236[B] (101-104) Hit tip of the sword under the opponent for max damage.
- 9A, 4A_4[A]~Mist (100) Mist wakeups.
- 33_99[B], Relic B (95) Wakeups if the opponent does not JF tech roll.
A+B (Second hit) (26)
=====================
- 236B (60) Shallow hit only, slightly reliable on big characters.
- A,A (37)
- 2A (26)
CH A+B (47)
===========
- 236B (81) Shallow hit only.
- A,A (70) Shallow hit only, reliable on big characters.
- K (64)
- 2A (59)
b. STUN COMBOS
--------------
* Inescapeable stun combos are listed only, no DOS stuns and that
includes second hit CH 6A,A, CH 66A and 4B.
* A -> sign indicates combo can continue. Therefore, I will not list the
damage afterwards. Check the appropriate section of the follow up (ex: 3A ->,
look at 3A section) for further options.
* A + sign indicates combo can continue if the opponent wallsplats, and has
the possibility of Ringing Out.
CH B6 (26)
==========
- 3B -> Shallow range, using wall or edge to reduce distance made by CH B6
helps. INSANELY HARD.
- 236B (70)
- 3A ->
- 33_99K ->
33_99A (20)
===========
- 3B -> Shallow hit required.
- 66BB (85) Very inconsistent.
- 8WR 3_9B -> Shallow hit required, very inconsistent.
- B6 ->
- 3A ->
- Throw (varies) Throw can be escaped.
- 2K,[B]~MST (68)
- 66K -> +
- kB (73)
- 236B (70) +
CH 3A (22)
==========
- 8WR 3_9B,B (79) Tech trap; techable right unless an 8 step is taken.
- 6B+K~MST A+B (61) Non techable if done quickly.
- 1[A] (58) Whiffs somewhat on deep hit.
- 66A+B (56) Most reliable option.
66A+B (46)
==========
- 3B (72)
- 22B (70)
- 66B (65)
- 2A (62) Opponent is left standing for mixups.
CH FC 1B,B (53) or CH FC 1B,[B] (37)
====================================
- 1[A] (+38) Whiffs sometimes.
- 66A+B (+37) Most reliable.
- kB (+33) Second hit connects only.
22_88B (34)
===========
- 22B (60) Tech trap; hits all tech directions, if buffered fast enough.
- 3B (58)
- 2K (48)
VC (88B[G]22 on 1P side, 22B[G]22 on 2P side) (34)
==================================================
- 236B_236[B]{1}_236[B] (78_87_97) +
- 3B ->
- A+B -> Can do juggles, in most cases, only on big characters.
- A+B:B (102)
- 66BB (96)
- 8WR 3_9B ->
- 33_99A -> Some 33A combos will not work depending on distance, must be done
quickly, unreliable.
- 3A ->
- 66K ->
- FC 1B,B ->
MST A+B (52)
============
- 3A ->
- 66K ->
- 236B (96) +
MST [A+B] (52)
==============
- MST B,4B (117)
- MST B,6B, 66B (113) + Mist B,6B can Ring Out or follow into Wall Combos.
- MST B,B,[B]~RLC, RLC A (100) Must be deep for last hit to connect.
- MST K (66) Reliable but less damaging.
6B:2 (35)
=========
- 66A+B (69)
CH 66K (26)
===========
- 66A+B (61) Reliable if a wall/edge is to the opponent's left.
- 22_88B (52) Reliable.
- 8WR 3_9B/8WR 3_9[B]~RL (50)
- 66B (47)
CH A+K (38)
===========
- 236B (82) +
- 3A ->
- 66K ->
- B,B
CH 22_88A+K (20)
================
- 3B -> Deep hit only.
- 33_99B ->
- 33_99[B] ->
- 66BB (83)
- 2K,B_[B]~MST (68) Deep hit only.
- 236B (63) +
- 3A -> Deep hit only.
- 66K -> +
8A+B (38)
========
- 66A+B (72) Tech trap; hits all tech options, guaranteed in both cases.
- 3B (64)
RL B (27)
=========
- 3B (53)
- 8WR 3_9B/8WR 3_9[B]~RLC (49)
- 66B (45)
c. WALL COMBOS
--------------
* Starters in the group are the ones that have good recovery and therefore
allow better combos.
* Damage will not be listed unless combo is wall starter-specific.
* More damage can be done if a wall combo is preceded with a stun starter
(236B only in most cases).
* Certain moves wall splat in specific directions. I'm listing these combos
later, but they will be in most cases, listed as individual starters or
low wallsplats.
Mitsurugi’s wall game is devastating. He can deal heavy amounts of damage very
easily. However getting them onto a wall can be difficult and situational. Here
are the wall pressure stuff and the wall combos I use.
Wall Pressure:
- B6, 6B8, 1B, 6B, 33_99K and 4K are my primary moves for pushing them towards
the wall. On CH, B6 -> 236B and 33_99K both set up wallsplats, whereas the
other three will instead push the opponent back. 4KB is uninterruptible
afterwards. 4K alone can be independently knock opponents into walls.
- 66BB/4KB can knock opponents into the wall with their respective B follow-ups
tacked on. 4K in general can start some nifty wall combos thanks to recovery.
- On grounded opponents who roll back, 66BB_4KB work nice to knock them back
and closer to a wall. 66B/33B both flip/roll opponents backwards. The second B
of 66BB will tech catch a back roll and possibly wall splat.
- Some stuns give 236B afterwards. Since the stun combo system makes the stun
combo hits count as a CH the knockback effect of 236B on CH will be produced.
You can use them to cause hideous amounts of damage.
Wall Combos that I use (not counting the move that starts it):
- 3B, wallbounce, 2A+B, 66A+B: Strong wall combo that only works on full walls.
In addition it must be a wallsplat from far range and the wallbounce must be a
late one for the 2A+B to connect. Sets up wakeups afterwards.
- 33A, B6, 236B: If you hit the opponent into the wall again they’ll slide off
for wakeups. Reliable if 33A hits on the opponent’s side for B6 to connect. Can
set up a ring out on breakable walls.
- step to side, 4KB, rewallsplat, etc.: Possible infinite but not very
reliable. If it hits you can say bye bye to 60% or more of your opponent’s
health. Mitsurugi’s strongest wall combo, works only on full walls. See the
section after miscellaneous combos for description.
- step to side, 3B_33B, 4K, 236B: If you want to be lazy just do 236[B]{1}
afterwards for decent damage. Or if the wall combo is done on a breakable wall
just do 236B for a ring out.
- FC 1BB, 66A+B: Full walls only. The first hit will cause a wall bounce and
the second will stun them, making 66A+B guaranteed. Staple wall combo of
choice, gives wakes afterwards and is very reliable. Cannot be done at an
angle.
- 66BB: Sets the opponent up for wakeups afterwards. Not as damaging as the
previous wall combos but more reliable, can set up a ring out on breakable
walls.
d. MISCELLANEOUS COMBOS
-----------------------
HMD~A (24)
==========
- B,B (62) Shallow hit only; very inconsistent in most cases.
- A,A (56) Most reliable.
- 3K (44)
- K (38)
- 2A (38)
CH Mist B,B,[B]~Relic (32)
==========================
- Relic A_Relic [A]~Mist (62) Deep hit only. Mist wakeups.
WL B (on opponent's side/back) (41)
===================================
- FC 1BB ->
- 66BB (102 right_106 left_108 back)
- 8WR 3_9B ->
- 8WR 3_9[B] ->
- RCC, 3A ->
8A+B (side or back) (
========================
- 3B -> Must be close.
- 66BB (106 right_110 back_112 left)
- 8WR 3_9B -> (easier than 3B)
- 8WR 3_9[B] ->
44B (back only) (
====================
- 236B (87) + Near wall only.
- 2K,B () Near wall only.
- 8WR 3_9B/8WR 3_9[B]~RLC (49)
- 66B (46)
RL B (on crouching opponent) (
=================================
- 3B (57)
Versus Jumping Opponent (Damage varies with starter)
====================================================
- 2A+B, 66A+B (56)
- 236B_236[B]{1}_236[B], 236B (77_87_96)
e. VARIABLE CANCEL COMBOS
-------------------------
BT B+G, [G]22 early (0)
=======================
- Any follow-ups
BT B+G, [G]22 during hit of throw (55)
======================================
- WL B ->
- 33_99A ->
- VC ->
- 66B,B (118)
- 3B ->
- 33_99B ->
- 33_99[B] ->
f. SAMPLE STUN/WALL COMBO STRINGS
=================================
- CH B6, 3A, 66A+B (71)
- Mist A+B, 236B, wallsplat, 3B, 236[B]{1} (169, 165 with wallsplat)
- 4K, wallsplat, 3B, high wallsplat, 66K, BT B+K (96)
- 4K, wallsplat, 33_99[B], high wallsplat, Relic A_[A]~Mist (75)
- CH 22_88A+K, 3B, 236[B]{1} (98)
- WL B (on opponent's back), FC 1B,B, 66A+B (125)
- Mist A+B, 236B, wallsplat, 4K,B, wallsplat, 3B, 236[B]{1} (223)
- BT B+G, [G]22 (during hit of throw), WL B, FC 1B,B, 66A+B (180)
- CH A+K, 236B, wallsplat, 4K,B, wallsplat, 33_99A, B6, 3A, 1[A] (241)
- Mist [A+B], Mist B,B,[B]~Relic, Relic A_Relic [A]~Mist (100)
- CH B6, 3A, 1[A] (74)
- BT B+G, [G]22 (early), HMD A,A,A (81)
- BT B+G, [G]22 (early), 8A+B, 66B,B (116)
g. WALL DEVASTATION COMBOS
==========================
4K,B has a unique property on walls. Should you get the both hits to connect,
the opponent will re-wall stun - leading into MORE wall combos! This is also
his infinite. To get this to land, you have to be off angle. Here's a good
example:
4K, wallsplat (directly with opponent back to wall), 8, 4K,B
Now you have either one of three different situations. The first situation,
is that 4K connects, and the opponent hits the wall, then slides off. You get
a 3B and wakeups in this situation. The second situation, is that the opponent
is sent to the air, and gets hit by the B still in midair, and hits the ground
with wakeups. The third situation, is that the opponent hits the wall, then the
B puts them in a CH 236B knockback sort of animation, then re-wallsplat!
It's actually not that hard, but getting it off is a different story. The key
factor is to be at a 45-degree angle (half-step), so that the 4K won't render
the opponent mid-air, BUT hit the wall and leave them vulnerable enough that
they get hit by the B, thus giving a re-wallstun. The drawback is that you
want the last hit of the B to hit late when it re-wallstuns. If it
hits too soon, the opponent will get re-wall stunned, but the recovery of the
B will nullify most of your wall options. An alternative is to do ground hits,
wakeups, or tech traps. 2K,B is usually your only wall option in a "soon"
4K,B re-wallstun.
Otherwise if you get the "late" re-wallstun, your opponent is guaranteed a
death, no matter what they do, they can't get out of it and will eat lots of
damage.
h. CONSIDERING YOUR FOLLOWUPS
=============================
- After most launchers, your most reliable option is 236B. 236[B]{1} doesn't
work after CH FC 1B reliably, but it does after 3B and 8WR 3_9B. For lower
launchers such as A+B, 2A or 1K are usually your only available options.
- Try to be aware of your distance. Some combos are distance specific, and
will not work if not in the specific distance. For example, 8WR 3_9A, 3B only
works when 8WR 3_9A hits shallow.
- For wall combos, being at a 1/4 distance is recommended if you want more
wall options, especially if the opponent is hit by a slow recovery move
such as CH 236B. Your best bet after any 1/4 distance/quick recovery
wallsplat (full walls) is FC 1B,B, 66A+B. You are guaranteed an easy 40-50%
combo. If you're in desperate need of damage, you can risk in getting the 4K
re-wallstun, but don't get too greedy with the potential damage options/100%+
opportunity.
If you're too close to the wall and you're currently recovering, follow with a
ground hit/wakeup/tech trap. If you manage to pin your opponent into a
breakable wall, then it's practically over; just 4K or 66B,B as soon as
possible for a guaranteed ring out.
- With stun combos, you have two options - guaranteed damage, or tech traps.
If the stun move's stun is long enough, I usually opt for tech traps. Sometimes
the guaranteed damage simply isn't enough, especially if you're opponent is
close at your feet, it's better to get more with the options you have.
***************************************************************************
SECTION 5: THE DAWN OF A NEW SOUL
***************************************************************************
Well I hope this FAQ/Guide has helped you. It's still in progress, chances
are I'll need more time to complete it. In the meantime, some leftover
sections, and that's all, folks.
A. FREQUENTLY ASKED QUESTIONS
-----------------------------
To be added later...
B. CONTRIBUTIONS
----------------
To be added later...
C. REVISION HISTORY
--------------------
Version 0.1 (12/07/05)
======================
- Started FAQ. Added Introduction, Strengths & Weaknesses, Conventions, Move
List.
Version 0.2 (12/13/05)
======================
- Added Combo Section: Air Combos, Stun Combos, Wall Combos, Variable Cancel
Combos, and sample chain combos.
- Finished working on Move List.
Version 0.3 (12/18/05)
======================
- Changed Additions/Changes section and divided them into four sections: New
Moves, Changed Commands/Replacements, Changed Properties, and Lost Moves.
- Added Relic [A+B]:A+B cancel in Move List section.
- Starting on Strategy section. This will take a while...
Version 0.4 (12/27/05)
======================
- Changed Move List.
- Added more to and changed Conventions.
- Added My Staples, JF Explanations.
- Added more wall combos, Wall Devastation Combos and Considering Your
Followups sections.
Version 0.5 (12/29/05)
======================
- Removed and added some combos.
Version 0.6 (01/04/06)
======================
- Added in missing damages and some combos.
- Added some notes in move list section.
- Went a little more in-depth with staples section.
- Re-worked the guide; currently re-submitting.
- Strategy section still needs to be worked on...
Version 0.7 (01/10/06)
======================
- Fixed a lot of errors in the FAQ.
- Added more to My Arsenal section.
- And I AM starting the Strategy section soon, give me a minute...
Version 0.8 (01/22/06)
======================
- Starting Strategy section.
- Added some more stuff to My Arsenal and corrected a couple of stuff.
- More soulcalibur.com props.
- Added new email address.
Version 0.9 (01/23/06)
======================
- Offensive Strategies; Work-In Progress.
Version 1.0 (05/28/06)
======================
- Correcting some major typos.
- A few extra combos.
- Some additional notes.
Version 2.0 (09/04/06)
======================
- Re worked on staple moves section and removed a lot of stuff.
- Added more strategies and wakeups.
D. CREDITS AND SHOUTOUTS
------------------------
- My sisters and parents for giving me the money to buy this awesome game.
- Namco! Although they did mess up on SC3 with all these weird glitches,
they've made the game unbelievable. It's a step forward from SC2. Still, it
has yet to compete with it's oldest brother on the Dreamcast.
-
http://www.soulcalibur.com, Every Soul Calibur info you need to know is
right at this top-notch site.
- You, for reading this FAQ.
- Me for typing this all out. My longest FAQ ever. Hell, I need some credit,
do I not?
PROPS TO...
-----------
- Mitsurugi forum at soulcalibur.com
(
http://www.soulcalibur.com/forums/forumdisplay.php?s=&forumid=91)
Provided the information in this FAQ, check the threads there.
- Twisted_Jester aka Tharon_Mortis (soulcalibur forums) for frame data.
(
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=28694)
Check this for Mitsurugi's frame data. Too good, and it's already early
to see this (I seen frame data in SC2 at a late process before the
beginning of SC3 anticipation and excitement. That was a lot of hard
work though, good going TM!)
- tribaL216 (at gamefaqs)/Belial (at soulcalibur forums) for suggestion of
the use of 33K (which I forgot completely... thanks for reminding me of that).
- The conventions/legend on soulcalibur.com in addition to the ones
mentioned at gameFAQs.
GameFAQs
(
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=927089&topic=24787787)
soulcalibur.com
(
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=26574&perpage=
25&pagenumber=1)
- zigmover21 for corrections (and for ripping some of my combos at
soulcalibur.com lol), nice combo FAQ at gamefaqs too (view here:
http://db.gamefaqs.com/console/ps2/file/soul_calibur_iii_combo.txt).
I don't think that's all, except I've learned a lot more than I expected
with his corrections (he PUNISHES), and he's part of the soulcalibur.com
as a member. I respect him for knowing a lot more (especially before I signed
up at soulcalibur.com and arrived late in the SC2 scene, no I'm not sucking
up or anything). Oh yeah and I've gotten the Character-Specific Conventions
in his combo FAQ (which goes to show how lazy I am...;-))
- Combo list taken directly from soulcalibur forums (which I made, so partial
credit to me, credit to TheSIN FOR making the combo thread). Credits to
Mitsurugi san for updating the list and placing it on the first page as well.
(
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=27277&perpage=
25&pagenumber=1)
- Jaeger for the Relic A+B:A+B unblockable cancel.
(
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=28772)
- Youngworld for the VC thread, which has Mitsurugi's VC cancel moves.
-> DiNoZ~Soul for the HMD and FMD VC cancel.
-> Sofiane for the Relic/Mist jump VC cancel.
-> Various combos: AC Maxi for VC, FC 1B,B, 66A+B combo, x Samurai x for
VC, b:A, VC, 3B, and VC, A+B:B combos (and the mention of VC after knockdown
then 33BB, I thought nothing works after a knockdown, but a quick move still
hits... check Wake Up/Tech Trap thread) and trag for 2A+B, 66A+B wall bounce
combo.
(
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=27920)
- Mitsurugi strategies thread.
(
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=27569&perpage=
25&pagenumber=1)
Look here for Mitsurugi strats. The Mist B frame traps came from here (moves
that lead to Mist -> Mist B frame traps) with the advantage/disadvantage
stuff mentioned by Mitsurugi san (as the result of Twisted_Jester's frame
data thread). The 2G Relic A is from Sofiane. Wakeups/Suggestions for my
Mitsu game is from Belial and LG[Infinite] (wakeups), and tech traps (me).
Belial's suggestion of 8WR 1_7B,A for moving in is here.
- Tech Trap/Wakeup Thread (started by me)
(
http://soulcalibur.com/forums/showthread.php?s=&threadid=28874)
Took the wakeup and tech trap stuff from there. Props to Fei Wong
for the 22B tech trap (which I gave credit in the thread).
- And a ton more that I've likely forgotten. I'll find them soon enough and
credit them.
- I forgot the first person that mentioned Variable Cancel... explanation of
Variable Cancel however is here:
http://www.soulcalibur.com/forums/showthread.php?s=&threadid=2776 &perpage=25&
pagenumber=1
Btw thanks to trag for making videos of my 4K,B wall infinite.
Now if only I can get some competition...
------------------------------END OF FILE-----------------------------------